Reference : A Selective Move Generator for the Game Axis and Allies
Scientific congresses and symposiums : Paper published in a journal
Engineering, computing & technology : Computer science
http://hdl.handle.net/2268/120288
A Selective Move Generator for the Game Axis and Allies
English
Lupien St-Pierre, David mailto [Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Dép. d'électric., électron. et informat. (Inst.Montefiore) >]
Winands, M.H.M. [> >]
Watt, D.A. [> >]
2010
Computational Intelligence and Games
162-169
Yes
International
CIG 2010
August 2010
[en] We consider the move generation in a modern board game where the set of all the possible moves is too large to be generated. The idea is to provide a set of simple abstract tactics that would allow enough combinations to provide strong opposition. The reduced search space is then traversed using the alpha beta search. We also propose a technique that allows us to remove the stochasticity from the search space. The model was tested in a game called Axis and Allies: a modern, turn-based, perfect information, non-deterministic, strategy board game. We first show that a tree search technique based on a restrained set of moves can beat the actual scripted AI engine --- E.Z. Fodder. We can conclude from the experiments that searching deeper generates complex maneuvers which in turn significantly increase the likelihood of victory.
http://hdl.handle.net/2268/120288

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